@Zeke Yeah, the camera is a bit fragile at the moment. I might look into it and redo the code. No end game at the moment as this just started off as a simple example for simplex noise. If you have any suggestions, I would love to hear them! I fixed the supersonic problem, but it won't be in the jar until the next release.

Sorry about no developments for a while. School is brutal now and the huge increase in homework has left me no time to work on anything. I plan on trying to make time in the near future to work on this project some more.

Using these classes, I can easily generate a series of points, which are later used to create a mesh.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

// largestFeature is how often the max and min values are reached (I think)intlargestFeature = 100;// persistence is how random the points are (while increasing the max and decreasing the min)floatpersistence = 0.2f;

SimplexNoisenoise = newSimplexNoise(largestFeature, persistence);

// This is used to just create larger features.floatmultiplier = 20f;// Used to move all the points higher or lowerfloatheightOffset = 0;

Grass is now a model, and as you can see, performance has decreased severely. I implemented a rough LOD which helps boost it a little bit, but I am still not happy with the grass. I am considering just using an image that always faces the player.

As always, suggestions and criticism are welcome!

@kpars Done! The game now supports all types of filtering. I am currently using GL_LINEAR for most things.

@Coldstream24 It seems that your graphics card does not want to use OpenGL V4 for some reason. I tried core profiling to 3.2 to try to force the version selection but it seems that glDrawElements gives an error?! I will investigate into this more.

@kpars Done! The game now supports all types of filtering. I am currently using GL_LINEAR for most things.

Nice.

I also have a couple more questions:First off, Do you plan to add mipmapping and a lighting engine in the future?Second, What license is the source code under, did you put it on Git? I'd love to tinker around with this!

Could you only render grass when it's at a certain distance? Have it just fade in?

The grass is only rendered as a model to a certain distance, then it renders as a flat texture. The model itself is way too high a resolution for more than a couple of patches away, and is dropping the performance quite a bit as a result. Are you referring to fading in as like a fog? This is on the list of features to be implemented, I just need to do some research on it.

Kind of… ever played Half-Life 2? More specifically, the sections on the airboat? I'm just remembering back to that how certain world objects (like grass) would just fade in when you got a certain distance away from them. I'm not talking fog as a whole, but that'd work too I guess.

I have been working on refactoring the code and optimizations. I have completely redone the game loop, as well as many other things with hope for multi-threading support very soon! The game no longer crashes and burns whenever it generates new terrain so I guess that's progress to better and more exciting things!

Edit: I completely forgot! I fixed the camera so that it doesn't glitch everywhere.

Wow, it's looking great now. What kind of computer are you running it on to be getting 54 FPS? Also, I'm interested to hear what plans you have for this in the future, I think it has quite a lot of potential.

Wow, it's looking great now. What kind of computer are you running it on to be getting 54 FPS? Also, I'm interested to hear what plans you have for this in the future, I think it has quite a lot of potential.

Thanks. I am running on an i7 3770 and GTX 660. If I can barely get this on my machine, then some serious optimizations are needed. I plan on implementing frustum culling as soon as I figure out a good method. I am also planning to implement connected textures for things like the roads. Feel free to leave a suggestion on what I could add.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org